Well, I'm definitely to blame. I didn't "show up to" any "Steam release" in my entire life. 😅
I understand Duke Nukem guy to a large degree, but the brunt of his 'advice' is easier said than done. The in jokes, the references, the slavish use of the same old formula, that's the stuff that sells. Take a look at Hollywood, heck, take a look at the game industry. The recipe that works is going into innumerable iterations. I hear even Star Trek: Resurgence did pretty well, and that's really The Walking Dead 1.01A. He's asking for larger development teams, well bad news Mister B., we have wall-to-wall game sales in the industry right now. Even in the popular genres, it seems that only two types of game developers can succeed, either a two people development army backed by a bunch of freelancers or a quadruple A 20,000 staff company desperately clinging to making the nth iteration of their most popular game.
Wadjet Eye games tried 'something new', and their later games are really great point & clicks with great storylines (and ... less than great puzzles), but apart from 'the other Gilbert', I struggle to think of adventure games that aren't stuffed to the brim with references to Monkey Island.
In their later years though, it seems they had lost the power to innovate. They still innovated, naturally, but the new things weren't accepted any longer. Their fans largely expected very concrete things and when these expectations were not fulfilled, bam, Grim Fandangbomb. The problem of the living legend maybe, people expect the same great things from you over and over. Back then LucasArts still had staff willing to innovate with each new games, but the audience had such fixed expectations, petrified the whole company into a statue, a memento of former greatness unable to move its arms and legs.